
Skrayper |
I appreciate any and all help offered, btw. Just wanted to say that upfront.
So I have a 2 Negotiator Bard / 2 Inspired Blade Swashbuckler. We just got 2 levels (we had gone a long time without leveling, plus defeated a REALLY huge villain).
My fort and will saves are not great (Wis 8 and Con 10).
Bluff is my biggest skill (Pageant of the Peacock is legal in our game), plus big on the Diplomacy and Intimidate fronts. HPs are behind the rest of the group by a decent bit (average rolls vs good ones, plus no con bonus and no toughness feat).
Originally I was thinking go 2 levels of Swashbuckler - get all the deeds at 3rd, then take Weapon Specialization for my Swash 4th bonus feat. That said, I don't know what to do with my 5th level feat. I've considered boosting a save (Great Fortitude/Iron Will), AC (Dodge), HP (Toughness), +1 Will and Fortitude (through Additional Traits). Already have an equipment, a campaign, and a regional trait.
I know I can boost saves over time with better gear (already have a Cloak of Resistance +1). I did obtain a very powerful weapon through a pact, so I'm not concerned about upgrading that anytime soon.
My CHA is 19, so I can boost a save pre-roll by 4 3x per day with the Swashbuckler ability.
Please keep in mind, I'm not asking for someone to tell me what to do, but rather what am I missing? People who have crunched the numbers more than me, that kind of thing. Or someone might have a cool idea that might fit :)
I did debate taking one level of Carnivalist, then ask my DM if I could retrain my trapfinding trait for the Younger Sibling trait (I have a fellow player playing as my older sibling). Then of course comes the question, which familiar - boosting bluff, will/fortitude, or something else - and obviously, which familiar would make the best pet in an RP context :) ).
Race: Aasimar (Azata Blooded)
Stats: Str 12 / Dex 18 / Con 10 / Int 16 / Wis 8 / Cha 19
Feats: (Not including class provided feats) - Skill Focus: Bluff, Fencing Grace (purchased with rogue talent) - 3rd level feat spent on masterpiece
Masterpieces: Pageant of the Peacock, Triple Time
Traits: Well-Provisioned Adventurer (thought I'd need better gear to survive the original party configuration), Trapfinder, Alabaster Odalisque (DM allowing the trait despite not being part of the original region)
Drawback taken for third trait
Current saves: Fort +2 / Reflex +12 / Will +4
AC: 22 (+1 mithral chain shirt, +1 buckler)
HP: 42
5th level feat not taken yet.
If I go 2 more levels of Swash instead of 1, then Weapon Specialization at 4th Swashbuckler

Derklord |

What are you trying to do with the character? Like, what's the direction you want to go? What would you like your character to be able to do?
Without knowing that, there isn't much help that we can give yet. What I can say is that for Additional Traits, Deathtouched is probably better than a straight +1 will trait.
What's your alignment?

Skrayper |
What are you trying to do with the character? Like, what's the direction you want to go? What would you like your character to be able to do?
Without knowing that, there isn't much help that we can give yet. What I can say is that for Additional Traits, Deathtouched is probably better than a straight +1 will trait.
What's your alignment?
Chaotic Good
I get what you're saying - and I like the fact that the character is very much a "Face" for the party. I love the RP side of the game.
I guess I'm trying to avoid dying? There's that, and because I'm more used to games where there's just two or three books being used (Core, APG, ACG), it's a bit overwhelming when you suddenly have everything open.
I honestly want a fun character, just that fear or making it so fun from an RP perspective that they get slaughtered in every fight is a bit concerning. If I could make them at least somewhat survivable (and if they're already there and I'm just not familiar enough with the expanded rules to see it), then from there I just want them able to contribute in combat. Not needing to be all powerful, destroy everything with a single headbutt type - just not useless in a fight.
Party is an archery-focused fighter build, a pure healing oracle, and a monk/sorc hybrid that's pretty resilient in both HP and AC.
So, in total - a fun character that doesn't die to a stiff breeze. :)

Derklord |

Since you apparently didn't understand my question, let me rephrase it:
What do you want your character to be able to do in combat? Damage, combat maneuvers, debuffing, buffing, something else? Melee, ranged? Any specific abilities for combat that you'd like your character to have?
"Face" is your non-combat role, but I have no idea what you envision your character to be like in combat.

Mysterious Stranger |

You saves are you biggest weakness. You are high enough level that you can expect to start seeing some spells that can take you out if you fail your saving throw. Charmed life will be a big help, but even so that is only 3 times per day. The fact that you have to decide before you roll is going to mean you are going to want to save those vs a really big threat. From the numbers you already have a save boosting item so your saves are actually worse than you state. Improving those is going to be what keeps you alive. One thing that you do have going for you is that you are not considered a humanoid. This means that a lot of spells that target humanoids don’t work on you. To affect your character requires charm monster not charm person. I would probably focus on the fortitude save first because it is lower and those spells are the ones most likely to actually kill you.

Skrayper |
Ah, gotcha.
Melee, I think - I've already got Fencing Grace and a very good weapon. AC is 23 at level 6, which isn't terrible. (Mithral Shirt +1, Buckler +1, Dex 18, Ring of Prot +1)
Reflex save, as you can probably guess, is really good
HP at 42 thanks to slightly average rolls and no con bonus.
Doing damage with crits is my primary focus at the moment. As a level 3 swash, going to take advantage of the free intimidate as well. I'm not sure where else I can help - if I stick with where I was looking, I'll be 4 Swash (Inspired Blade) / 2 Bard (Negotiator). If I stick with this, I was thinking one more level of Swashbuckler (get the Improved critical and +1 hit / +2 damage), then take a level in something that gives me a familiar for the fun aspects of it. Then back to Bard. That was my first inclination. Maybe work on feats that work off of improved critical?

yukongil |

a decent dex and combat reflexes will do you pretty good as a swashbuckler with their opportune parry and riposte, just focus on accuracy as much as you can. If you stay in Swashbuckler, damage will be no problem, but every level you dip out of it, lowers your defenses and damage output.
I wouldn't worry too much over improving your Fortitude or Will saves, Charmed Life is probably enough to help avoid the typical number of spells that are going to mess you up in a given day, I know with my Swashbuckler I rarely, rarely used them all in a single day.

Skrayper |
You saves are you biggest weakness. You are high enough level that you can expect to start seeing some spells that can take you out if you fail your saving throw. Charmed life will be a big help, but even so that is only 3 times per day. The fact that you have to decide before you roll is going to mean you are going to want to save those vs a really big threat. From the numbers you already have a save boosting item so your saves are actually worse than you state. Improving those is going to be what keeps you alive. One thing that you do have going for you is that you are not considered a humanoid. This means that a lot of spells that target humanoids don’t work on you. To affect your character requires charm monster not charm person. I would probably focus on the fortitude save first because it is lower and those spells are the ones most likely to actually kill you.
I took your advice and focused on a way to help my Fortitude save. I figured out what I want to do - going to take 1 level of Swashbuckler, then 1 level of Unchained Rogue (Phantom Thief). Once we get back to town, I'm going to retrain one level of Bard for a second level of Unchained Rogue, and retrain my 5th level feat for Twist Away. That way if something is trying to kill me with a fortitude attack, I'll gladly take the staggered condition for a round in place of dying. My reflex save will be really good.

Cavall |
As a bard you already have the best weapon in your arsenal versus will saves. Many effects to change allegiance or trick you will be visual or language dependant. If you are facing such an enemy you're better off not using inspire courage but countersong or distraction instead. It will also help end any effects currently on the party.
That's a better tactic than sinking in resources on something you've already invested class levels on to combat and may not realize it.

Skrayper |
a decent dex and combat reflexes will do you pretty good as a swashbuckler with their opportune parry and riposte, just focus on accuracy as much as you can. If you stay in Swashbuckler, damage will be no problem, but every level you dip out of it, lowers your defenses and damage output.
I wouldn't worry too much over improving your Fortitude or Will saves, Charmed Life is probably enough to help avoid the typical number of spells that are going to mess you up in a given day, I know with my Swashbuckler I rarely, rarely used them all in a single day.
Good points too. I guess it depends on how often I expect to have fort and will saves thrown at me.

yukongil |

yukongil wrote:Good points too. I guess it depends on how often I expect to have fort and will saves thrown at me.a decent dex and combat reflexes will do you pretty good as a swashbuckler with their opportune parry and riposte, just focus on accuracy as much as you can. If you stay in Swashbuckler, damage will be no problem, but every level you dip out of it, lowers your defenses and damage output.
I wouldn't worry too much over improving your Fortitude or Will saves, Charmed Life is probably enough to help avoid the typical number of spells that are going to mess you up in a given day, I know with my Swashbuckler I rarely, rarely used them all in a single day.
it might be a fair amount, but ones that will really hose you aren't all that common. Stunned, the big poisons (especially Con for you), dominate, curses, etc...those you save your Charmed Life for (plan accordingly and invest in some Knowledges so you can get a heads up on such dangers coming your way). There are also quite a few alchemical agents to help with a lot of these as well and spend a little gold is better than the investment of limited feats.

Skrayper |
Skrayper wrote:it might be a fair amount, but ones that will really hose you aren't all that common. Stunned, the big poisons (especially Con for you), dominate, curses, etc...those you save your Charmed Life for (plan accordingly and invest in some Knowledges so you can get a heads up on such dangers coming your way). There are also quite a few alchemical agents to help with a lot of these as well and spend a little gold is better than the investment of limited feats.yukongil wrote:Good points too. I guess it depends on how often I expect to have fort and will saves thrown at me.a decent dex and combat reflexes will do you pretty good as a swashbuckler with their opportune parry and riposte, just focus on accuracy as much as you can. If you stay in Swashbuckler, damage will be no problem, but every level you dip out of it, lowers your defenses and damage output.
I wouldn't worry too much over improving your Fortitude or Will saves, Charmed Life is probably enough to help avoid the typical number of spells that are going to mess you up in a given day, I know with my Swashbuckler I rarely, rarely used them all in a single day.
You clearly have way more experience than me in this... what do you suggest on my shopping list? :)

yukongil |

yukongil wrote:You clearly have way more experience than me in this... what do you suggest on my shopping list? :)Skrayper wrote:it might be a fair amount, but ones that will really hose you aren't all that common. Stunned, the big poisons (especially Con for you), dominate, curses, etc...those you save your Charmed Life for (plan accordingly and invest in some Knowledges so you can get a heads up on such dangers coming your way). There are also quite a few alchemical agents to help with a lot of these as well and spend a little gold is better than the investment of limited feats.yukongil wrote:Good points too. I guess it depends on how often I expect to have fort and will saves thrown at me.a decent dex and combat reflexes will do you pretty good as a swashbuckler with their opportune parry and riposte, just focus on accuracy as much as you can. If you stay in Swashbuckler, damage will be no problem, but every level you dip out of it, lowers your defenses and damage output.
I wouldn't worry too much over improving your Fortitude or Will saves, Charmed Life is probably enough to help avoid the typical number of spells that are going to mess you up in a given day, I know with my Swashbuckler I rarely, rarely used them all in a single day.
that's really going to depend on your character, I was a katana wielding Tengu with a drinking and string problem, so I took a lot of silly things in that vein. But, some good standbys to increase your survivability are; antiplague and antitoxin, meditation tea (gives a bonus vs mind-effecting effects) as those will all be cheap methods of boosting your saves vs some nastiness. The Aegis of Recovery is a cheap little necklace that provides you a bonus vs any ongoing effect (again, like most of the ones that will mess you up), the Mind Sentinel Medallion is another cheapy that will provide some protection from mental control. You've already got a cloak of resistance, upgrade that if able or even better get a Cape of Daring Deeds! A wand of Eagle's Splendor could also be a nice investment (help you with being the face, increase your bonus to Charmed Life, etc...), Gloves of Dueling are a must for Swashbucklers once you get Weapon Training, as that helps out your offense and defense
Otherwise I wouldn't worry too much, you are part of a team, let them help out on buffing the party (the appropriate Protection from...,Communal is always super helpful) or getting to be the hero if you come under the influence of something nasty.

yukongil |

I just found my character sheet, ended at 18th level, ended up punching Cthulu in his big stupid face, my Fortitude save was +9. I can't remember it ever seriously hurting me or the party*. I was really good at parrying, so few venomous things ever got me and I carried anti-toxins and plagues for spells and other non-hit-you-in-melee effects and other than that, just relied on the rest of my party.
*the only negative it gave me, is that we play with a Damage Threshold rule similar to Saga Star Wars, where if you take damage over your threshold you received a cumulative penalty the more times that happens until it could eventually just knock you out. That number was based on your Fortitude save, which made mine really low, to the point that any enemy of our level could wound me, IF they hit me.

Skrayper |
In a game a few years ago, a fellow PC was turned to stone by a gorgon, which then charged and shattered his body into many small pieces.
Admittedly that's pretty cool use of the ability, but it also would imply a couple of things.
1. The gorgon is smart enough to do that.
2. The gorgon did enough damage to surpass the hardness of 8 and do somewhere between 150 and 180 hp of damage (stone has hp of 15/in, and the average human torso is between 10-12 inches).
Considering even the trample is only 2d8+10, rolling max damage the gorgon would have to trample the person 9 times before they broke (an arm would break sooner, for example, but is easier to fix with regeneration rather than resurrection).
That being said, this would be a good use of Twist Away. Just hate that if you're not already a rogue or other class with Evasion, you'll have a two level dip to get it.

Skrayper |
Reading everyone's suggestions, I've got a plan (I think)...
> Took ranks in Craft: Alchemy (was going to do Jewelry, but this helps me more) to keep a ready supply of antivenom and antiplague
> Going to use my next level feat to take Additional Traits. Will likely go with Fortune's Favor and Resilient.
> Already taking Craft Wondrous Item. Will make a lucky horseshoe.
That will give me an extra +3 on Fort (+1 from Resilient, +1 luck from horseshoe, +1 additional from trait) and +2 on Will, with a once-per-day +5 luck bonus (bringing a Fort save up to +6), and if it's a particularly scary thing (like Gorgon's breath), then toss in my Charmed Life for an extra +4.
> Work on boosting my UMD, then eventually getting a Wand of Bestow Grace. Pricey, but for an entire combat getting +CHA to saves is worth it.
> Of course, keep working on the Cloak, and get a Cracked Pale Green Ioun stone (a full one is probably a bit far off).
Then all I have to do is keep upgrading armor and buckler to maintain my AC, as well as boosting Dex for... well, for all the reasons.
Should have enough emergency save boosts, I would think.

![]() |
PCScipio wrote:In a game a few years ago, a fellow PC was turned to stone by a gorgon, which then charged and shattered his body into many small pieces.Admittedly that's pretty cool use of the ability, but it also would imply a couple of things.
1. The gorgon is smart enough to do that.
2. The gorgon did enough damage to surpass the hardness of 8 and do somewhere between 150 and 180 hp of damage (stone has hp of 15/in, and the average human torso is between 10-12 inches).Considering even the trample is only 2d8+10, rolling max damage the gorgon would have to trample the person 9 times before they broke (an arm would break sooner, for example, but is easier to fix with regeneration rather than resurrection).
That being said, this would be a good use of Twist Away. Just hate that if you're not already a rogue or other class with Evasion, you'll have a two level dip to get it.
1) The monster is intelligent enough to consider doing that so it's on how lethal the GM wants to be
2) Many could be vindictive enough to consider trampling over the corpse dozens of times. The only limit is the other characters killing the monster quickly enough or too late.
The crafting is also problematic but for other reasons :
- Not having the required caster level to craft it raises the DC of the crafting attempt
- The lack of the required spell is another negative factor
- Being patient is recommended (lucky horseshoe requires 7 days of crafting), trying to speed it up adds further to the DC
- Only Paladins can craft a wand of Bestow Grace. I don't think other classes can craft it even being provided with the scroll. I can be wrong, though.
The other items depicted follow the same problem as depicted above. You will be very reliant on whether the GM allows you to waive the conditions off.

Skrayper |
Skrayper wrote:PCScipio wrote:In a game a few years ago, a fellow PC was turned to stone by a gorgon, which then charged and shattered his body into many small pieces.Admittedly that's pretty cool use of the ability, but it also would imply a couple of things.
1. The gorgon is smart enough to do that.
2. The gorgon did enough damage to surpass the hardness of 8 and do somewhere between 150 and 180 hp of damage (stone has hp of 15/in, and the average human torso is between 10-12 inches).Considering even the trample is only 2d8+10, rolling max damage the gorgon would have to trample the person 9 times before they broke (an arm would break sooner, for example, but is easier to fix with regeneration rather than resurrection).
That being said, this would be a good use of Twist Away. Just hate that if you're not already a rogue or other class with Evasion, you'll have a two level dip to get it.
1) The monster is intelligent enough to consider doing that so it's on how lethal the GM wants to be
2) Many could be vindictive enough to consider trampling over the corpse dozens of times. The only limit is the other characters killing the monster quickly enough or too late.
The crafting is also problematic but for other reasons :
- Not having the required caster level to craft it raises the DC of the crafting attempt
- The lack of the required spell is another negative factor
- Being patient is recommended (lucky horseshoe requires 7 days of crafting), trying to speed it up adds further to the DC- Only Paladins can craft a wand of Bestow Grace. I don't think other classes can craft it even being provided with the scroll. I can be wrong, though.
The other items depicted follow the same problem as depicted above. You will be very reliant on whether the GM allows you to waive the conditions off.
I don't know if intelligence is the stat in question when it comes to ignoring obvious threats for the target that is no longer one, but that's off-topic, so I digress.
Regarding crafting, I know the DCs can get a bit high and there's downtime. My spellcraft is +12 as is; an Arcane Family Workbook can boost that to a +4. I only have to roll a 3 or better at that point to make the horseshoe. Throw in gloves of elvenkind and I'm already up to a +21; that should be good for most things I can afford at this level anyway.
Regarding the wand, I was referring to buying that straight up. I'm not taking craft wand, and you're right - you can only create wands, scrolls and potions if you have the actual spell yourself. I was just talking the gp cost of buying it. At higher levels, I definitely used it with my Oracle with the high UMD.

Skrayper |
I found out that our GM allows for Paladins so long as you're LG (and within one step of your diety) OR the exact alignment of your diety (CG w/ Desna, for example) and adhere to the dieties edicts.
So I do have an option then, if I really feel pressed on saves. The Enlightened Paladin holds a good bit of appeal thanks to CHA to AC (I'd be giving up my buckler, but as I intend to boost CHA as much as possible anyway this works to keep up as if I was constantly upgrading my buckler).
I'm not set on doing that, just that's nice to know there's an option out there that doesn't involve losing out on BAB or HP. Plus it would boost Fort and Will a lot (2 levels with an 18 CHA would see those both go up by 8)

Derklord |

Doing damage with crits is my primary focus at the moment. (...) Maybe work on feats that work off of improved critical?
It should be noted that mechanically, crits often aren't really good for doing damage. Swashbuckler desperately wants crits to recover panache to fuel OP&R, but not primarily for damage, mainly because Precice Strike's bonus damage doesn't get multiplied.
I found out that our GM allows for Paladins so long as you're LG (and within one step of your diety) OR the exact alignment of your diety (CG w/ Desna, for example) and adhere to the dieties edicts.
Since you mentioned retraining class levels to be possible, this presents a perfect solution: Retrain your Swashbuckler levels into Virtuos Bravo Paladin. It would take four more levels in that to aquire deeds (including OP&R, Precise Strike, and Menacing Swordplay), it doesn't get the free Improved Critical of a Swashbuckler, but it fits the flavor, and the mechanics are just way better. I like to call the archetype Unchained Swashbuckler.
The Enlightened Paladin holds a good bit of appeal thanks to CHA to AC
That's actually the renamed archetype Iroran Paladin. It doesn't explicitly say it requires you to worship Irori, but it's strongly presumed.
In general, you should think about what you want from your class (levels). Class levels play a huge part of forming the mechanical side of a character, they should shape your character (and especially what you do) - you shouldn't throw them away for minor stuff.
If you want to be good at Bard stuff, you should take as many levels in it as possible. Your Bard archetype traded away Inspire Courage, but you still get spells, which can help shore up your weaknesses (e.g. Heroism), while also broadening out your utility and non-combat capabilities.
If you want to improve your combat capabilities, I can only strongly suggest going Virtuous Bravo.
I figured out what I want to do - going to take 1 level of Swashbuckler, then 1 level of Unchained Rogue (Phantom Thief). Once we get back to town, I'm going to retrain one level of Bard for a second level of Unchained Rogue, and retrain my 5th level feat for Twist Away.
If you want Twist Away, take the feat Extra Rogue Talent (you do qualify for it), or retrain your existing Rogue Talent, for Ninja Trick (Evasion). Dipping two levels isn't worth it, and especially not in Rogue (if anything, I'd suggest unMonk for not losing BAB, or cMonk or Stalker Vigilante for an additional boost to Will).

Skrayper |
It should be noted that mechanically, crits often aren't really good for doing damage. Swashbuckler desperately wants crits to recover panache to fuel OP&R, but not primarily for damage, mainly because Precice Strike's bonus damage doesn't get multiplied.
Really? It kinda feels like the primary way to get damage boosts, considering you're getting the crit 25% of the time. Plus, true - an Inspired Blade can only get panache back through crits.
Since you mentioned retraining class levels to be possible, this presents a perfect solution: Retrain your Swashbuckler levels into Virtuos Bravo Paladin. It would take four more levels in that to aquire deeds (including OP&R, Precise Strike, and Menacing Swordplay), it doesn't get the free Improved Critical of a Swashbuckler, but it fits the flavor, and the mechanics are just way better. I like to call the archetype Unchained Swashbuckler.
That's incredibly tempting. I'd be losing some deeds, but gaining the save boosts. Plus I'd get a smite evil (no bonus to AC, but damage boost and to hit boost). I'd miss kip up, honestly, but that's about it.
In general, you should think about what you want from your class (levels). Class levels play a huge part of forming the mechanical side of a character, they should shape your character (and especially what you do) - you shouldn't throw them away for minor stuff.
If you want to be good at Bard stuff, you should take as many levels in it as possible. Your Bard archetype traded away Inspire Courage, but you still get spells, which can help shore up your weaknesses (e.g. Heroism), while also broadening out your utility and non-combat capabilities.
If you want to improve your combat capabilities, I can only strongly suggest going Virtuous Bravo.
Sadly, Bard is now more or less flavor for the character, with the exception of two very useful Masterpieces (as our DM allows Pageant of the Peacock to work RAW), but aside from that it's not giving me much beyond having a LOT of skills that I have a decent bonus in.
If you want Twist Away, take the feat Extra Rogue Talent (you do qualify for it), or retrain your existing Rogue Talent, for Ninja Trick (Evasion). Dipping two levels isn't worth it, and especially not in Rogue (if anything, I'd suggest unMonk for not losing BAB, or cMonk or Stalker Vigilante for an additional boost to Will).
I didn't even realize you could get Evasion that way. I looked at Rogue Tricks, but not Ninja Tricks. Good to know I have even more options.

Derklord |

Really? It kinda feels like the primary way to get damage boosts, considering you're getting the crit 25% of the time.
It depends on circumstances a lot, but just as a simple sample calculation, if at Bard 2/IB Swashbuckler 5 you could choose between the Improved Critical or +2 to damage rolls, the latter would improve your average damage by more (the former would still be better due to panache recovery, of course).
That's incredibly tempting. I'd be losing some deeds, but gaining the save boosts. Plus I'd get a smite evil (no bonus to AC, but damage boost and to hit boost). I'd miss kip up, honestly, but that's about it.
Virtuous Bravo is better than Swashbuckler any day of the week, but it's especially good for your stats (low con, low wis, but high int* and cha). You lose the free Weapon Focus and the bigger panache pool from Inspired Blade, but since you don't need to spend feats on improving your defenses, that shouldn't hurt. Your saves and effective HP increase, and you get a lot of mileage out of Smite Evil.
*) One thing I didn't mention yet is that Paladin has 2 fewer skill ranks per level. Of course, if Virtuous Brave saves you feats, that can be halfway removed via Cunning.

Skrayper |
It depends on circumstances a lot, but just as a simple sample calculation, if at Bard 2/IB Swashbuckler 5 you could choose between the Improved Critical or +2 to damage rolls, the latter would improve your average damage by more (the former would still be better due to panache recovery, of course).
Well, the nice thing about Inspired Blade is that you get +2 to damage and Improved Crit at level 5. Keen can replace the lost Improved Crit, but you cannot get the permanent +2 damage back; also of note, Swashbucklers get access to fighter feats as well as bonus feats. I could take Weapon Specialization, which is +4 to damage between those two.
Virtuous Bravo is better than Swashbuckler any day of the week, but it's especially good for your stats (low con, low wis, but high int* and cha). You lose the free Weapon Focus and the bigger panache pool from Inspired Blade, but since you don't need to spend feats on improving your defenses, that shouldn't hurt. Your saves and effective HP increase, and you get a lot of mileage out of Smite Evil.
*) One thing I didn't mention yet is that Paladin has 2 fewer skill ranks per level. Of course, if Virtuous Brave saves you feats, that can be halfway removed via Cunning.
Yeah, the only problem is that because I spent a feat to get Pageant of the Peacock, I don't have many feats to work with. My current feats:
Weapon Focus: Rapier (Free from class)Weapon Finesse (Free from class)
Skill Focus: Bluff - 1st level feat
Fencing Grace - 3rd level feat
*5th level feat sacrificed for Pageant of the Peacock
Combat Reflexes - Bonus 4th level feat
I'd still get Weapon Finesse, but I'd have to retrain the skill focus (not the saddest thing in the world, my bluff is a +16 without it), and I'd lose Combat Reflexes. So sadly, at least in the interim, Virtuous Brave would cost me feats, not save them. I'd definitely would miss the 16 skill points, but it does feel like the boost to saves alone might still be worth it. I'd just have to figure out where to remove the points. (I'm also the party trap disabler, so I am constantly putting ranks into disable device).

Skrayper |
On a side note, how well does Spellcut work? I haven't gone through to see how many spells this affects:
Once per round, you can use your base attack bonus in place of your total saving throw bonus for a spell, spell-like ability, or supernatural ability that either allows a Reflex save or is not a melee attack and targets only you.

Skrayper |
Thanks again all for the advice!
One tidbit is that I have Craft Wondrous Item, and using the custom magic item rules was able to make a chest slot item with Bestow Grace on it.
So that put a pretty significant boost to my saves (current CHA is 21), and I feel pretty okay with where it all stands safety wise. Next big thing to get is a CON boost on my belt, as I have low HP (thanks to my Con of 10). Thankfully, between my decent starting AC, my deed, and my parry/riposte (currently +18 to hit with my rapier), I'm not the easiest to land a blow on.
Now I'm trying to think of what feats to take next. Piranha Strike and Weapon Specialization are both tempting.
Current Character Build:
Level 2 Bard (Negotiator) / Level 5 Swashbuckler (Inspired Blade)
Str 12
Dex 20
Con 10
Int 16
Wis 8
Cha 21
AC 24
HP 48
Fort 8
Reflex 19
Will 10
Feats:
Weapon Focus: Rapier (From class)
Weapon Finesse (From Class)
Fencing Grace (Rogue Trick - Combat Trick - Negotiator)
Skill Focus: Bluff (1st level feat)
Combat Reflexes (Swashbuckler 4th level bonus feat)
Master Craftsman (5th level feat)
Craft Wondrous Item (7th level feat)
Masterpieces:
Triple Time (Sacrificed 1st level spell)
Pageant of the Peacock (Sacrificed retrained 3rd level feat)
*- DM allows use, but maximum for a check is limited to what the skill is capable of - i.e. if I have a +9 to Knowledge: Arcana, I cap out at a 29 on those rolls, even if I roll a 43 on the Bluff check
Equipment:
+3 Speed Keen Rapier (a special story-based weapon)
Mithral Shirt +1
Buckler +1
Ring of Protection +1
Belt of Dexterity +4
Divine Corset (granting Bestow Grace)
Headband of Charisma +2
Circlet of Persuasion
Gloves of Dueling
Cape of Daring Deeds
Amazing Tools of Manufacture
Cracked Dusty Rose Prism
Cracked Mulberry Pentacle
Cracked Incandescent Blue Sphere
Cracked Dark Blue Rhomboid
I'm considering retraining my Skill Focus: Bluff (my bluff is currently +24 at 7th level) and getting Improved Feint. Then use my level 9 feat for Diva Style, my level 8 Swash feat for Combat Expertise, and my level 11 feat for Diva Strike. Don't know if it's worth it though.
Alternatively I could get Weapon Specialization as well as Piranha Strike. I'm at 1d6+12 w/ +5 precise strike. With those two I could get to 1d6+16+5
I'm also thinking I may retrain my attribute bonus from 4th, move it to Dex, and then at 8th put another into Dex. It's a decision between hit, damage and AC vs saves.
Future items I want to get are:
Swordmaster’s Flair: Blue Scarf
Ring of Evasion (then sell it when I hit 11 Swash, or give it to someone else)
Add Con to my belt
Add Int to my headband and get Escape Artist and Stealth added to it (or Knowledge Arcana and Knowledge Planes)
Celestial Armor (long term goal)
I originally went Negotiator with the thought of at least getting it to level 5 (to be able to take 10 on those checks without issue), but it feels less and less likely. That said, if I retrain as a regular bard I'd lose my rogue trick and would have to retrain skill focus: bluff to keep Fencing Grace. Haven't decided yet if it's worth it or not.